Added Window::GetPosition, and renamed some setters in Window for better consistency

This commit is contained in:
Laurent Gomila 2012-03-07 23:29:54 +01:00
parent 90854907b5
commit 15e9d999b3
26 changed files with 473 additions and 492 deletions

View file

@ -200,24 +200,14 @@ public :
PrimitiveType type, const RenderStates& states = RenderStates::Default);
////////////////////////////////////////////////////////////
/// \brief Return the width of the rendering region of the target
/// \brief Return the size of the rendering region of the target
///
/// \return Width in pixels
/// \return Size in pixels
///
/// \see GetHeight
///
////////////////////////////////////////////////////////////
virtual unsigned int GetWidth() const = 0;
////////////////////////////////////////////////////////////
/// \brief Return the height of the rendering region of the target
///
/// \return Height in pixels
///
/// \see GetWidth
///
////////////////////////////////////////////////////////////
virtual unsigned int GetHeight() const = 0;
virtual Vector2u GetSize() const = 0;
////////////////////////////////////////////////////////////
/// \brief Save the current OpenGL render states and matrices

View file

@ -137,30 +137,15 @@ public :
void Display();
////////////////////////////////////////////////////////////
/// \brief Return the width of the rendering region of the texture
/// \brief Return the size of the rendering region of the texture
///
/// The returned value is the size that you passed to
/// the Create function.
///
/// \return Width in pixels
///
/// \return GetHeight
/// \return Size in pixels
///
////////////////////////////////////////////////////////////
virtual unsigned int GetWidth() const;
////////////////////////////////////////////////////////////
/// \brief Return the height of the rendering region of the texture
///
/// The returned value is the size that you passed to
/// the Create function.
///
/// \return Height in pixels
///
/// \return GetWidth
///
////////////////////////////////////////////////////////////
virtual unsigned int GetHeight() const;
virtual Vector2u GetSize() const;
////////////////////////////////////////////////////////////
/// \brief Get a read-only reference to the target texture

View file

@ -101,30 +101,15 @@ public :
virtual ~RenderWindow();
////////////////////////////////////////////////////////////
/// \brief Get the width of the rendering region of the window
/// \brief Get the size of the rendering region of the window
///
/// The width doesn't include the titlebar and borders
/// The size doesn't include the titlebar and borders
/// of the window.
///
/// \return Width in pixels
///
/// \see GetHeight
/// \return Size in pixels
///
////////////////////////////////////////////////////////////
virtual unsigned int GetWidth() const;
////////////////////////////////////////////////////////////
/// Get the height of the rendering region of the window
///
/// The height doesn't include the titlebar and borders
/// of the window.
///
/// \return Height in pixels
///
/// \see GetWidth
///
////////////////////////////////////////////////////////////
virtual unsigned int GetHeight() const;
virtual Vector2u GetSize() const;
////////////////////////////////////////////////////////////
/// \brief Copy the current contents of the window to an image

View file

@ -153,42 +153,17 @@ public :
void Close();
////////////////////////////////////////////////////////////
/// \brief Tell whether or not the window is opened
/// \brief Tell whether or not the window is open
///
/// This function returns whether or not the window exists.
/// Note that a hidden window (Show(false)) will return true.
/// Note that a hidden window (SetVisible(false)) is open
/// (therefore this function would return true).
///
/// \return True if the window is opened, false if it has been closed
/// \return True if the window is open, false if it has been closed
///
////////////////////////////////////////////////////////////
bool IsOpen() const;
////////////////////////////////////////////////////////////
/// \brief Get the width of the rendering region of the window
///
/// The width doesn't include the titlebar and borders
/// of the window.
///
/// \return Width in pixels
///
/// \see GetHeight
///
////////////////////////////////////////////////////////////
unsigned int GetWidth() const;
////////////////////////////////////////////////////////////
/// \brief Get the height of the rendering region of the window
///
/// The height doesn't include the titlebar and borders
/// of the window.
///
/// \return Height in pixels
///
/// \see GetWidth
///
////////////////////////////////////////////////////////////
unsigned int GetHeight() const;
////////////////////////////////////////////////////////////
/// \brief Get the settings of the OpenGL context of the window
///
@ -255,29 +230,14 @@ public :
bool WaitEvent(Event& event);
////////////////////////////////////////////////////////////
/// \brief Enable or disable vertical synchronization
/// \brief Get the position of the window
///
/// Activating vertical synchronization will limit the number
/// of frames displayed to the refresh rate of the monitor.
/// This can avoid some visual artifacts, and limit the framerate
/// to a good value (but not constant across different computers).
/// \return Position of the window, in pixels
///
/// Vertical synchronization is disabled by default.
///
/// \param enabled True to enable v-sync, false to deactivate
/// \see SetPosition
///
////////////////////////////////////////////////////////////
void EnableVerticalSync(bool enabled);
////////////////////////////////////////////////////////////
/// \brief Show or hide the mouse cursor
///
/// The mouse cursor is shown by default.
///
/// \param show True to show, false to hide
///
////////////////////////////////////////////////////////////
void ShowMouseCursor(bool show);
Vector2i GetPosition() const;
////////////////////////////////////////////////////////////
/// \brief Change the position of the window on screen
@ -286,53 +246,46 @@ public :
/// (i.e. it will be ignored for windows created from
/// the handle of a child window/control).
///
/// \param x Left position
/// \param y Top position
/// \param position New position, in pixels
///
/// \see GetPosition
///
////////////////////////////////////////////////////////////
void SetPosition(int x, int y);
void SetPosition(const Vector2i& position);
////////////////////////////////////////////////////////////
/// \brief Get the size of the rendering region of the window
///
/// The size doesn't include the titlebar and borders
/// of the window.
///
/// \return Size in pixels
///
/// \see SetSize
///
////////////////////////////////////////////////////////////
Vector2u GetSize() const;
////////////////////////////////////////////////////////////
/// \brief Change the size of the rendering region of the window
///
/// \param width New width, in pixels
/// \param height New height, in pixels
/// \param size New size, in pixels
///
/// \see GetSize
///
////////////////////////////////////////////////////////////
void SetSize(unsigned int width, unsigned int height);
void SetSize(const Vector2u size);
////////////////////////////////////////////////////////////
/// \brief Change the title of the window
///
/// \param title New title
///
/// \see SetIcon
///
////////////////////////////////////////////////////////////
void SetTitle(const std::string& title);
////////////////////////////////////////////////////////////
/// \brief Show or hide the window
///
/// The window is shown by default.
///
/// \param show True to show, false to hide
///
////////////////////////////////////////////////////////////
void Show(bool show);
////////////////////////////////////////////////////////////
/// \brief Enable or disable automatic key-repeat
///
/// If key repeat is enabled, you will receive repeated
/// KeyPress events while keeping a key pressed. If it is disabled,
/// you will only get a single event when the key is pressed.
///
/// Key repeat is enabled by default.
///
/// \param enabled True to enable, false to disable
///
////////////////////////////////////////////////////////////
void EnableKeyRepeat(bool enabled);
////////////////////////////////////////////////////////////
/// \brief Change the window's icon
///
@ -345,36 +298,59 @@ public :
/// \param height Icon's height, in pixels
/// \param pixels Pointer to the array of pixels in memory
///
/// \see SetTitle
///
////////////////////////////////////////////////////////////
void SetIcon(unsigned int width, unsigned int height, const Uint8* pixels);
////////////////////////////////////////////////////////////
/// \brief Activate or deactivate the window as the current target
/// for OpenGL rendering
/// \brief Show or hide the window
///
/// A window is active only on the current thread, if you want to
/// make it active on another thread you have to deactivate it
/// on the previous thread first if it was active.
/// Only one window can be active on a thread at a time, thus
/// the window previously active (if any) automatically gets deactivated.
/// The window is shown by default.
///
/// \param active True to activate, false to deactivate
///
/// \return True if operation was successful, false otherwise
/// \param visible True to show the window, false to hide it
///
////////////////////////////////////////////////////////////
bool SetActive(bool active = true) const;
void SetVisible(bool visible);
////////////////////////////////////////////////////////////
/// \brief Display on screen what has been rendered to the
/// window so far
/// \brief Enable or disable vertical synchronization
///
/// This function is typically called after all OpenGL rendering
/// has been done for the current frame, in order to show
/// it on screen.
/// Activating vertical synchronization will limit the number
/// of frames displayed to the refresh rate of the monitor.
/// This can avoid some visual artifacts, and limit the framerate
/// to a good value (but not constant across different computers).
///
/// Vertical synchronization is disabled by default.
///
/// \param enabled True to enable v-sync, false to deactivate it
///
////////////////////////////////////////////////////////////
void Display();
void SetVerticalSyncEnabled(bool enabled);
////////////////////////////////////////////////////////////
/// \brief Show or hide the mouse cursor
///
/// The mouse cursor is visible by default.
///
/// \param visible True to show the mouse cursor, false to hide it
///
////////////////////////////////////////////////////////////
void SetMouseCursorVisible(bool visible);
////////////////////////////////////////////////////////////
/// \brief Enable or disable automatic key-repeat
///
/// If key repeat is enabled, you will receive repeated
/// KeyPressed events while keeping a key pressed. If it is disabled,
/// you will only get a single event when the key is pressed.
///
/// Key repeat is enabled by default.
///
/// \param enabled True to enable, false to disable
///
////////////////////////////////////////////////////////////
void SetKeyRepeatEnabled(bool enabled);
////////////////////////////////////////////////////////////
/// \brief Limit the framerate to a maximum fixed frequency
@ -406,6 +382,33 @@ public :
////////////////////////////////////////////////////////////
void SetJoystickThreshold(float threshold);
////////////////////////////////////////////////////////////
/// \brief Activate or deactivate the window as the current target
/// for OpenGL rendering
///
/// A window is active only on the current thread, if you want to
/// make it active on another thread you have to deactivate it
/// on the previous thread first if it was active.
/// Only one window can be active on a thread at a time, thus
/// the window previously active (if any) automatically gets deactivated.
///
/// \param active True to activate, false to deactivate
///
/// \return True if operation was successful, false otherwise
///
////////////////////////////////////////////////////////////
bool SetActive(bool active = true) const;
////////////////////////////////////////////////////////////
/// \brief Display on screen what has been rendered to the window so far
///
/// This function is typically called after all OpenGL rendering
/// has been done for the current frame, in order to show
/// it on screen.
///
////////////////////////////////////////////////////////////
void Display();
////////////////////////////////////////////////////////////
/// \brief Get the OS-specific handle of the window
///